/*
 *		This Code Was Created By Jeff Molofee 2000
 *		A HUGE Thanks To Fredric Echols For Cleaning Up
 *		And Optimizing The Base Code, Making It More Flexible!
 *		If You've Found This Code Useful, Please Let Me Know.
 *		Visit My Site At nehe.gamedev.net
 */
#include "stdafx.h"
#include <windows.h>		// Header File For Windows
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include <gl\glaux.h>		// Header File For The Glaux Library
#include "glut.h"

#include <fstream>
#include <vector>
#include <iostream>
#include <string>


#include <windows.h>
#include "VRMLBINARYPARSER\ParserAdapter.h"
#include "VRMLBuilder\vrml_CSceneExFactory.h"
#include "VRMLBuilder\vrml_CSceneBuilder.h"
#include "VRMLModel\vrml_CSceneEx.h"
#include "VRMLParser\vrml_CParser.h"
#include "VRMLModel\NodeObjects\vrml_CElevationGrid.h"
#include "VRMLBuilder\vrml_CNodeFactory.h"
#include "Triangulation.h"
#include "OgreWin32Timer.h"


using namespace std;

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
bool    moveview=TRUE;

GLint g_win_width=0.0f;
GLint g_win_height=0.0f;

float g_fDistance =	 0.0f;
float g_fSpinX    =  0.0f;
float g_fSpinY    =  0.0f;

GLuint g_textureID = -1;

CTriangulation* myTriangulation=NULL;

bool isTexture=true;

GLfloat light_position[]={10.0,10.0,10.0,0.0};
GLfloat white_light[]={1.0,1.0,1.0,1.0};
GLfloat lmodel_ambient[]={0.4,0.4,0.4,1.0};

GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
GLfloat mat_shininess[]={50.0};
GLfloat mat_blue_color[]={0.0,0.0,1.0,0.0};
GLfloat mat_green_color[]={0.0,1.0,0.0,0.0};
GLfloat mat_red_color[]={1.0,0.0,0.0,0.0};
GLfloat mat_white_color[]={1.0,1.0,1.0,1.0};

void LoadText(void);
void LoadVrml();
void shutDown(void);
void render(void);
void SetupDefaultMatrix();
void DrawTeapot();
void loadTexture();

float speed=1.0f;

Ogre::Win32Timer timer;
unsigned long counts=0;
unsigned long countsfordraw=0;

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

void CheckForMovement();

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(90.0f,(GLfloat)width/(GLfloat)height,1.0f,2000.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	//GLfloat light_diffuse[]={1,1,1,1};
	//GLfloat light_position[]={30,30,10.0,0};
	//glLightfv(GL_LIGHT0,GL_DIFFUSE,white_light);
	//glLightfv(GL_LIGHT0,GL_SPECULAR,white_light);
	//glLightfv(GL_LIGHT0,GL_AMBIENT,white_light);

	//glLightfv(GL_LIGHT0,GL_POSITION, light_position);
	//glEnable(GL_LIGHTING);
	//glEnable(GL_LIGHT0);

	loadTexture();

	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
//	glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);
	return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	//Log();
	//system("pause");
	SetupDefaultMatrix();
	render();
	return true;

	//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	//glLoadIdentity();									// Reset The Current Modelview Matrix
	//glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
	//glBegin(GL_TRIANGLES);								// Drawing Using Triangles
	//	glVertex3f( 0.0f, 1.0f, 0.0f);					// Top
	//	glVertex3f(-1.0f,-1.0f, 0.0f);					// Bottom Left
	//	glVertex3f( 1.0f,-1.0f, 0.0f);					// Bottom Right
	//glEnd();											// Finished Drawing The Triangle
	//glTranslatef(3.0f,0.0f,0.0f);						// Move Right 3 Units
	//glBegin(GL_QUADS);									// Draw A Quad
	//	glVertex3f(-1.0f, 1.0f, 0.0f);					// Top Left
	//	glVertex3f( 1.0f, 1.0f, 0.0f);					// Top Right
	//	glVertex3f( 1.0f,-1.0f, 0.0f);					// Bottom Right
	//	glVertex3f(-1.0f,-1.0f, 0.0f);					// Bottom Left
	//glEnd();											// Done Drawing The Quad
	//return TRUE;										// Keep Going
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
	g_win_width=width;
	g_win_height=height;

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	static POINT ptLastMousePosit;
	static POINT ptCurrentMousePosit;
	static bool bMousing;
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:
		{
			switch (wParam)
			{
				case SC_SCREENSAVE:
				case SC_MONITORPOWER:
					return 0;
			}
			break;
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

	

	

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:
			{
				switch( wParam )
				{
				case VK_ESCAPE:
					PostQuitMessage(0);
					break;
				//case 38: // Up Arrow Key
				//	//g_fDistance -= 0.1f;

				//	myTriangulation->Right(1.00f);



				//	
				//	break;
				//case 40: // Down Arrow Key
				//

				//	myTriangulation->Left(1.00f);
				//	
				//
				//	break;
				//case VK_LEFT:
		
				//	myTriangulation->Forward(1.00f);
				//	break;
				//case VK_RIGHT:

				//	
				//	myTriangulation->Backward(1.00f);
				//	break;
				case VK_BACK:
					isTexture=!isTexture;
					if (isTexture)
						glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
					else
						glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
					break;
				case VK_INSERT:
					moveview=!moveview;
					break;
				//case VK_HOME:
				//	myTriangulation->Up(1.0f);
				//	break;
				//case VK_END:
				//	myTriangulation->Down(1.0f);
				//	break;
				}
			}
			break;

		case WM_LBUTTONDOWN:
			{
				ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam);
				ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam);
				bMousing = true;
			}
			break;

		case WM_LBUTTONUP:
			{
				bMousing = false;
			}
			break;

		case WM_MOUSEMOVE:
			{
				ptCurrentMousePosit.x = LOWORD (lParam);
				ptCurrentMousePosit.y = HIWORD (lParam);

				if( bMousing )
				{
					g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x);
					g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y);
				}

				ptLastMousePosit.x = ptCurrentMousePosit.x;
				ptLastMousePosit.y = ptCurrentMousePosit.y;
			}
			break;

	/*	case WM_SIZE: 
			{
				g_Redraw=true;
				g_win_width  = LOWORD(lParam); 
				g_win_height = HIWORD(lParam);
				glViewport(0, 0, (GLfloat)g_win_width, (GLfloat)g_win_height);

				glMatrixMode( GL_PROJECTION );
				glLoadIdentity();
				gluPerspective( 45.0, (GLdouble)g_win_width / (GLdouble)g_win_height, 0.1, 1000.0);
			}
			break;*/
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	AllocConsole();
	freopen("CONOUT$", "w", stdout);

	//LoadText();
	LoadVrml();
	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("ROAM",800,600,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}
	

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();	// Kill The Window
	shutDown();
	return (msg.wParam);							// Exit The Program
}

void LoadText()
{

	std::fstream fin("data.txt");
	int w,h;
	fin>>w>>h;
	std::vector<float> data(w*h);
	for (size_t i=0;i<data.size();++i)
	{
		fin>>data[i];
	}
	
	



	myTriangulation=new CTriangulation;
	myTriangulation->Init(w,h,&data[0]);
	myTriangulation->SetCamera(30,30,15,0,0,15,0,0,1,0.1f,1.0f,45);
	myTriangulation->SetXSpacing(1.0f);
	myTriangulation->SetZSpacing(1.0f);
	myTriangulation->Update();
}

void shutDown( void )	
{
	/*if( hRC != NULL )
	{
		wglMakeCurrent( NULL, NULL );
		wglDeleteContext( hRC );
		hRC = NULL;
	}

	if( hDC != NULL )
	{
		ReleaseDC( hWnd, hDC );
		hDC = NULL;
	}*/
	
	cout<<"counts is "<<counts/1000<<endl;
	cout<<"countsfordraw is "<<countsfordraw/1000<<endl;
	system("pause");
	if (myTriangulation!=NULL)
	{
		delete myTriangulation;
	}
	FreeConsole();
}

//-----------------------------------------------------------------------------
// Name: render()
// Desc: 
//-----------------------------------------------------------------------------
void render( void )	
{
	float x0,y0,z0,x1,y1,z1,x2,y2,z2;
	float u0,v0,u1,v1,u2,v2;

	timer.reset();
	CheckForMovement();
	myTriangulation->Update();
	counts+=timer.getMilliseconds();

	
	glClearColor(0.0,0.0,0.0,0.0);
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	
	SetupDefaultMatrix();

	timer.reset();
	CTriangulation::CTriangleIterator it(*myTriangulation);


	//	glColor3f(1.0,1.0,1.0);

//	glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	
	glColor3f(1.0f,1.0f,1.0f);

	glMatrixMode( GL_MODELVIEW );
	glPushMatrix();
	{

	/*	glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
		glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
		glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_white_color);*/


		glRotatef( -g_fSpinY, 1.0f, 0.0f, 0.0f );
		glRotatef( -g_fSpinX, 0.0f, 1.0f, 0.0f );


		if (isTexture){
			glBegin( GL_TRIANGLES );
			{

				it.first();
				while(!it.IsEnd()){
					it.GetTexCoordinate(u0,v0,u1,v1,u2,v2);
					x0=u0;x1=u1;x2=u2;
					y0=v0;y1=v1;y2=v2;
					it.GetTriangleByTexCoordinate(x0,y0,z0,x1,y1,z1,x2,y2,z2);
					glTexCoord2f(u0,v0);
					glVertex3f( x0,y0,z0 );
					glTexCoord2f(u1,v1);
					glVertex3f( x1,y1,z1 );
					glTexCoord2f(u2,v2);
					glVertex3f( x2,y2,z2 );
					it.next();
				}
			}
			glEnd();

		}
		else{
			glBegin( GL_TRIANGLES );
			{
				/*myTriangulation->GetTriangle(myTriangulation->node0,x0,y0,z0,x1,y1,z1,x2,y2,z2);
				glVertex3f( x0,y0,z0 );
				glVertex3f( x1,y1,z1 );
				glVertex3f( x2,y2,z2 );
				myTriangulation->GetTriangle(myTriangulation->node1,x0,y0,z0,x1,y1,z1,x2,y2,z2);
				glVertex3f( x0,y0,z0 );
				glVertex3f( x1,y1,z1 );
				glVertex3f( x2,y2,z2 );*/

				it.first();
				while(!it.IsEnd()){
					it.GetTriangle(x0,y0,z0,x1,y1,z1,x2,y2,z2);
					glVertex3f( x0,y0,z0 );
					glVertex3f( x1,y1,z1 );
					glVertex3f( x2,y2,z2 );
					it.next();
				}
			}
			glEnd();


		}
		
	}
	glPopMatrix();

	countsfordraw+=timer.getMilliseconds();

	if (!moveview)
	{
		DrawTeapot();
	}


	/*if (myTriangulation){
		myTriangulation->Log();
	}*/



	SwapBuffers( hDC );
}


void SetupDefaultMatrix()
{
	glMatrixMode( GL_MODELVIEW );
	glLoadIdentity();
	float eyex,eyey,eyez;
	float centerx,centery,centerz;
	float upx,upy,upz;
	float near1,ratio,fovy;
	myTriangulation->GetCamera(eyex,eyey,eyez, 
		centerx,centery,centerz,
		upx,upy,upz,
		near1,
		ratio,
		fovy);

	

	smVec3f neweye(eyex,eyey,eyez);
	smVec3f newcenter(centerx,centery,centerz);
	smVec3f newup(upx,upy,upz);

	//smVec3f rightdirt=(newcenter-neweye).Cross(newup);
	//rightdirt.Normalize();
	//newcenter=neweye+rightdirt;


//(130,130,15,0,0,15,0,0,1,0.1f,1.0f,45);

	if (moveview){
		gluLookAt(neweye.x(), neweye.y(), neweye.z(), newcenter.x(), newcenter.y(), newcenter.z(), newup.x(), newup.y(), newup.z());
	}
	else{
		gluLookAt(30,30,100,30,30,0,1,0,0);
		//gluLookAt(neweye.x(), neweye.y(), neweye.z(), newcenter.x(), newcenter.y(), newcenter.z(), newup.x(), newup.y(), newup.z());
	}
	

	
	glMatrixMode( GL_PROJECTION );
	glLoadIdentity();
	gluPerspective( 90.0f,(GLdouble) g_win_width / (GLdouble)g_win_height, 1.0f, 2000.0f);
}


void DrawTeapot()
{
	glMatrixMode( GL_MODELVIEW );
	glPushMatrix();
	{
		glRotatef( -g_fSpinY, 1.0f, 0.0f, 0.0f );
		glRotatef( -g_fSpinX, 0.0f, 1.0f, 0.0f );
		glColor3f(0.0f,1.0f,1.0f);
		glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
		glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
		glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_red_color);
		float eyex,eyey,eyez;
		float centerx,centery,centerz;
		float upx,upy,upz;
		float near1,ratio,fovy;
		myTriangulation->GetCamera(eyex,eyey,eyez, 
			centerx,centery,centerz,
			upx,upy,upz,
			near1,
			ratio,
			fovy);
		glTranslatef( eyex, eyey, eyez );
		glutSolidTeapot(1.5);
	}
	glPopMatrix();

}

void LoadVrml()
{
	std::string name="grid.wrl";
	vrml_CSceneBuilder Builder(new vrml_CSceneExFactory(new vrml_CNodeFactory) );
	vrml_CSceneBuilder *pBuilder = &Builder;
	//int index1 = name.ReverseFind('/');
	//int index2 = name.ReverseFind('\\');
	//int index = index1 > index2 ? index1 : index2;
	//string m_sSceneDir = name.Left(index + 1);
	CParserAdapter Parser(&Builder, TRUE);

	vrml_CScene* m_pScene = (vrml_CSceneEx*)Parser.Execute( name.c_str() );
	assert(m_pScene!=NULL);

	vrml_CElevationGrid * grid=NULL;
	for (int i=0;i<m_pScene->GetChildrenCount();++i)
	{
		if ((m_pScene->GetAt(i))->NodeType()==vrml_INode::ELEVATIONGRID)
		{
			grid=(vrml_CElevationGrid *)m_pScene->GetAt(i);

			

			int w=grid->GetXDimension();
			int h=grid->GetZDimension();
		//	std::vector<float> data(w*h);
			//vrml_MFFloat rawdata=
			const vrml_SFFloat  *data=grid->GetHeight().GetData();
			myTriangulation=new CTriangulation;
			myTriangulation->Init(w,h,data);
			myTriangulation->SetCamera(130,130,60,0,0,60,0,0,1,1.0f,1000.0f,90);
			myTriangulation->SetXSpacing(grid->GetXSpacing());
			myTriangulation->SetZSpacing(grid->GetZSpacing());
			myTriangulation->Update();

			std::cout<<"load vrml OK!"<<std::endl;

			break;
		}
	}





}


void loadTexture(void)	
{
	AUX_RGBImageRec *pTextureImage = auxDIBImageLoad( ".\\woodfloor.bmp" );

	if( pTextureImage != NULL )
	{
		std::cout<<"load texture ok!"<<std::endl;
		glGenTextures( 1, &g_textureID );

		glBindTexture( GL_TEXTURE_2D, g_textureID );

		glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,  GL_LINEAR);
		glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		//glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		int imagex=pTextureImage->sizeX;
		int imagey=pTextureImage->sizeY;
		glTexImage2D( GL_TEXTURE_2D, 0, 3, pTextureImage->sizeX, pTextureImage->sizeY, 0,
			GL_RGB, GL_UNSIGNED_BYTE, pTextureImage->data );
	}

	if( pTextureImage )
	{
		if( pTextureImage->data )
			free( pTextureImage->data );

		free( pTextureImage );
	}

	glBindTexture( GL_TEXTURE_2D, g_textureID );
	glEnable(GL_TEXTURE_2D);
}

void CheckForMovement()
{
	
	if(GetKeyState(VK_UP) & 0x80 || GetKeyState('W') & 0x80) {				

		// Move our camera forward by a positive SPEED
		myTriangulation->Forward(1.00f);
	}

	// Check if we hit the Down arrow or the 's' key
	if(GetKeyState(VK_DOWN) & 0x80 || GetKeyState('S') & 0x80) {			

		// Move our camera backward by a negative SPEED
		myTriangulation->Backward(1.00f);		
	}

	// Check if we hit the Left arrow or the 'a' key
	if(GetKeyState(VK_LEFT) & 0x80 || GetKeyState('A') & 0x80) {			

		// Strafe the camera left
			myTriangulation->Left(1.00f);
	}

	// Check if we hit the Right arrow or the 'd' key
	if(GetKeyState(VK_RIGHT) & 0x80 || GetKeyState('D') & 0x80) {			

		// Strafe the camera right
			myTriangulation->Right(1.00f);
	}
	if(GetKeyState(VK_HOME) & 0x80 ) {			

		// Strafe the camera right
		myTriangulation->Up(1.00f);
	}
	if(GetKeyState(VK_END) & 0x80 ) {			

		// Strafe the camera right
		myTriangulation->Down(1.00f);
	}
	
}